Compare Commandos: Beyond the Call of Duty prices across 50+ stores and find the best deal. Developed by Pyro Studios. Published by Merge Games. Released on 3/15/2007. Available on PC. Genres: Action.

Eight brutally tight WWII stealth-tactics missions that assume you already know what you're doing - new tools, sharper AI, and zero hand-holding make this the harder, leaner cousin of Behind Enemy Lines.

I went in expecting a comfortable victory lap over familiar Pyro Studios territory. The first mission disabused me of that notion inside fifteen minutes. Commandos: Beyond the Call of Duty is a standalone real-time tactics game built on the same isometric WWII framework as Behind Enemy Lines, but it reads less like a victory lap and more like the developers daring you to quit. Eight missions, each dense with enemy patrols, and a difficulty curve that starts steep and keeps climbing. The mechanical additions are genuinely smart. Every commando now carries stones for snapping enemy attention sideways, and cigarette packs looted from bodies can be tossed onto patrol routes as bait. The hostage system - keeping a captured guard at gunpoint and using him as a living distraction - adds a layer of real-time improvisation that the original never had. Non-lethal options are here too: the Green Beret can knock enemies cold with his fists, the Spy can chloroform them, and anyone can slap on handcuffs. The Spy also gains the ability to use any captured guard's uniform on the spot rather than hunting for a pre-placed disguise. Tread, the Driver, gets a Lee-Enfield rifle for longer-range work when total silence isn't required. Two new mission-specific characters round things out: a female member of the Dutch resistance and a Yugoslav partisan major, both of whom show up for specific assignments and add welcome variety to the roster. Where it stumbles is in the gap between the ambition of its scenarios and the limitations of the interface. Coordinating timed multi-commando moves - throw the stone, puppet the guard, sprint past - demands precise sequencing, but the controls don't make that comfortable. Hotkeys were shuffled from the original without any option to remap them, which will annoy returning players until muscle memory catches up. Enemy AI is also noticeably sharper than in Behind Enemy Lines, which sounds like a feature until a patrol spots a handcuffed body you hid two screens away and the whole map goes red. The game also arrives with a well-documented set of technical quirks on modern systems: the Steam version in particular can suffer from missing audio and erratic game speed, so checking community fix guides before launching is less optional than it should be. With only eight missions the runtime is short - committed players will burn through a first run in a weekend, though optimal or pacifist runs (yes, you can clear most of this without a single kill) keep the replay value alive. The merit ranking system rewards clean, low-alarm play with rank promotions that eventually unlock an extra bonus mission, which is a nice carrot for perfectionists. Mission names like "The Asphalt Jungle" and "Eagle's Nest" hint at the variety of environments on offer, and the maps themselves are well-designed puzzles that hold up decades later. This one is for players who found Behind Enemy Lines manageable and want the screws tightened. Newcomers who ignore the tutorial executable (note: absent in the Steam build) will likely bounce hard off mission one. If you can get the technical setup sorted and you have patience for repeated failure followed by the clean satisfaction of a perfectly silent run, there's a genuinely rewarding tactics puzzle here that few games of its era matched. Alex, Scout Team

Commandos: Beyond the Call of Duty
Action

Commandos: Beyond the Call of Duty

Mar 15, 2007Pyro StudiosMerge Games
GamerScout Says

Eight brutally tight WWII stealth-tactics missions that assume you already know what you're doing - new tools, sharper AI, and zero hand-holding make this the harder, leaner cousin of Behind Enemy Lines.

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About Commandos: Beyond the Call of Duty

I went in expecting a comfortable victory lap over familiar Pyro Studios territory. The first mission disabused me of that notion inside fifteen minutes. Commandos: Beyond the Call of Duty is a standalone real-time tactics game built on the same isometric WWII framework as Behind Enemy Lines, but it reads less like a victory lap and more like the developers daring you to quit. Eight missions, each dense with enemy patrols, and a difficulty curve that starts steep and keeps climbing. The mechanical additions are genuinely smart. Every commando now carries stones for snapping enemy attention sideways, and cigarette packs looted from bodies can be tossed onto patrol routes as bait. The hostage system - keeping a captured guard at gunpoint and using him as a living distraction - adds a layer of real-time improvisation that the original never had. Non-lethal options are here too: the Green Beret can knock enemies cold with his fists, the Spy can chloroform them, and anyone can slap on handcuffs. The Spy also gains the ability to use any captured guard's uniform on the spot rather than hunting for a pre-placed disguise. Tread, the Driver, gets a Lee-Enfield rifle for longer-range work when total silence isn't required. Two new mission-specific characters round things out: a female member of the Dutch resistance and a Yugoslav partisan major, both of whom show up for specific assignments and add welcome variety to the roster. Where it stumbles is in the gap between the ambition of its scenarios and the limitations of the interface. Coordinating timed multi-commando moves - throw the stone, puppet the guard, sprint past - demands precise sequencing, but the controls don't make that comfortable. Hotkeys were shuffled from the original without any option to remap them, which will annoy returning players until muscle memory catches up. Enemy AI is also noticeably sharper than in Behind Enemy Lines, which sounds like a feature until a patrol spots a handcuffed body you hid two screens away and the whole map goes red. The game also arrives with a well-documented set of technical quirks on modern systems: the Steam version in particular can suffer from missing audio and erratic game speed, so checking community fix guides before launching is less optional than it should be. With only eight missions the runtime is short - committed players will burn through a first run in a weekend, though optimal or pacifist runs (yes, you can clear most of this without a single kill) keep the replay value alive. The merit ranking system rewards clean, low-alarm play with rank promotions that eventually unlock an extra bonus mission, which is a nice carrot for perfectionists. Mission names like "The Asphalt Jungle" and "Eagle's Nest" hint at the variety of environments on offer, and the maps themselves are well-designed puzzles that hold up decades later. This one is for players who found Behind Enemy Lines manageable and want the screws tightened. Newcomers who ignore the tutorial executable (note: absent in the Steam build) will likely bounce hard off mission one. If you can get the technical setup sorted and you have patience for repeated failure followed by the clean satisfaction of a perfectly silent run, there's a genuinely rewarding tactics puzzle here that few games of its era matched. Alex, Scout Team

Tags

steamReal-Time TacticsStealth PuzzleWWIIIsometricHostage MechanicsNon-Lethal RunsMerit SystemPatrol-BasedSingle-Player OnlyStandalone Expansion

System Requirements

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Reviews & Ratings

Steam
89%(1,101)

Game Info

Developer
Pyro Studios
Publisher
Merge Games
Release Date
Mar 15, 2007

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